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Author Topic: GEℕESIS Rᶒborℕ [5.43] || Dark Fantasy + Steampunk  (Read 323312 times)

Deon

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Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
« Reply #1065 on: May 17, 2013, 01:38:04 pm »

Right, Tirion, they are supposed to be. They have 50% skill gain on all skills, but they are like murder machines (and they can wear armor on their slim metal bodies).

There's a reason for that, I plan to rework Void dwellers and make them harder for endgame. Also more poisonous wildlife is coming. Maybe clockwork making should be more expensive.


@Undeadlord
Congrats, it's totally normal, your dwarves decided to worship a dragon as a deity in the worldgen and it decided to move in into your fort, so now you have a local god.
It does not happen in vanilla because 1) dragons cannot be worshipped in vanilla (since they cannot talk and don't write slabs with secrets etc), 2) none of the creatures eligible for god-modding share proper spheres with dwarves (unless you are extremely lucky in worldgen which happens like never).
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Undeadlord

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Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
« Reply #1066 on: May 17, 2013, 06:11:15 pm »

@Undeadlord
Congrats, it's totally normal, your dwarves decided to worship a dragon as a deity in the worldgen and it decided to move in into your fort, so now you have a local god.
It does not happen in vanilla because 1) dragons cannot be worshipped in vanilla (since they cannot talk and don't write slabs with secrets etc), 2) none of the creatures eligible for god-modding share proper spheres with dwarves (unless you are extremely lucky in worldgen which happens like never).

Wow, how cool. Thanks! I just need to get that dude out front guarding my gates!
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Trapezohedron

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Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
« Reply #1067 on: May 17, 2013, 09:51:15 pm »

@Undeadlord
Congrats, it's totally normal, your dwarves decided to worship a dragon as a deity in the worldgen and it decided to move in into your fort, so now you have a local god.
It does not happen in vanilla because 1) dragons cannot be worshipped in vanilla (since they cannot talk and don't write slabs with secrets etc), 2) none of the creatures eligible for god-modding share proper spheres with dwarves (unless you are extremely lucky in worldgen which happens like never).

Wow, how cool. Thanks! I just need to get that dude out front guarding my gates!

Cave-in traps. If all else fails, at least you have a dragon sandwiched in stone. :P
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Vherid

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Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
« Reply #1068 on: May 18, 2013, 08:10:08 am »

I like the new caste system, easier to manage instead of having to dig into the RAWs and figure out what skills are actually boosted.

http://puu.sh/2VTxx.png

Actually there's a typo there too, says strang extraction instead of strand.
« Last Edit: May 18, 2013, 08:24:24 am by Vherid »
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Deon

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Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
« Reply #1069 on: May 18, 2013, 08:28:54 am »

They are good at strang extraction too.

Right now I am working on setting-up VBasic front-end to add options there.
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Rainbows

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Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
« Reply #1070 on: May 18, 2013, 01:45:18 pm »

How do you all tend to survive the second merfolk siege? Does it always have >100 invaders or is that just coincidence?
My squad of Steel Dwarves clad with bloodsteel armour and battle axes just tend to get swamped and slowly the hail of copper spears, iron staves and other shoddy weapons whittle them down.
(previous version, only just got a fort up in 5.25)
« Last Edit: May 18, 2013, 01:57:12 pm by Rainbows »
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Tirion

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Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
« Reply #1071 on: May 18, 2013, 01:51:13 pm »

Did Steel dwarves get nerfed since previous versions?
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Deon

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Re: [MOD] GENESIS Reborn [5.25] - Dark Fantasy, Steampunk and FUN!
« Reply #1072 on: May 18, 2013, 02:35:12 pm »

Did Steel dwarves get nerfed since previous versions?
Greatly, now they are just a warrior class, no more amazing stats or something.

How do you all tend to survive the second merfolk siege? Does it always have >100 invaders or is that just coincidence?
My squad of Steel Dwarves clad with bloodsteel armour and battle axes just tend to get swamped and slowly the hail of copper spears, iron staves and other shoddy weapons whittle them down.
(previous version, only just got a fort up in 5.25)
Use war bronze centurions and spiders, arm dwarves with axebows, in the new version create shock troops of clockworks.

Axebows are really great, because your dwarves can use them with shields and they can shoot while they are closing in.

I plan to add rivebows, crossbows which shoot serrated disks.

You probably have a wealthy embark, it greatly increases the enemy wave sizes.

P.S. Have you tried setting up a catapult on a tower? Inferno blocks are not that hard to make, and they can GREATLY help against big waves of invaders.
« Last Edit: May 18, 2013, 05:02:47 pm by Deon »
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Deon

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5.26
- Clockworks no longer have "NOSTUN".
- New modloader for settings.
-- Toggle INIT options in a graphical modloader.
-- Change tilesets and update savegames with two button presses.
-- Ironhand and Phoebus both use Ironhand tileset for now, I will update it in the next release.
« Last Edit: May 18, 2013, 08:36:31 pm by Deon »
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Deon

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5.26a
- Phoebus tileset
- Creature graphics work properly. Sorry.
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Tirion

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Is it too much to hope for Clockworks and their bodyparts no longer being animated by necromancers? They are synthetic inorganic, after all, more living things than them have [NOT_LIVING] in this mod. Or maybe if [CANNOT_UNDEAD] does the same without removing hostility towards Undead...
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Trapezohedron

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NOT_LIVING and CANNOT_UNDEAD are the same. One is an alias to another. I'm not too sure about plugging NOT_LIVING on caste level.
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Deon

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Okay, fixes for the next release: werebeast bite does not turn immediately, clockwork parts cannot be reanimated, caste change requires a soulgem.

Anything else you think is out of place?
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Deon

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5.27
- Added rivebows, crossbows shooting chakri (serrated disks).
- New workshop "gunsmith's forge".
- Moved axebow making to gunsmith's forge.
- Added chakri and rivebow making reactions to gunsmith's forge.
- Added musket making to gunsmith's forge.
- Added musket shot and incendiary shot making to gunsmith's forge.
- Added new trap parts "serrated disks", smaller variants of large serrated disks which hit more often.
- Added jade cannons, stationary jade turrets which shoot exploding balls of flames.

- Fix: Werebeasts cannot transform immediatelly after being bitten, so no more "bitten by wearbeast, stransformed, killed werebeast in beast form" situations.
- Fix: Caste changing in chapterhouse now requires 5 gold bars AND a soulgem.
- Fix: Clockworks cannot be reanimated by necromancers.
- Fix: Proper tiles for tools (minecarts, wheelbarrows).

Jade cannons:
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Tirion

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Kensaris are still quite rare to survive worldgen, or even appear. Maybe if they had more starting biomes and biome support...
Nevermind, they are there, just hiding.
Also, phoebus graphics for gems and ores seem to be quite different from usual.
« Last Edit: May 19, 2013, 03:32:05 pm by Tirion »
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